Age of Decadence - Retrospective Review

HiddenX

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Chris Davis has released a new episode in his series A History of Isometric CPRGs. This time he talks about The Age of Decadence:

The Age of Decadence Critique | A History of Isometric CRPGs (Episode 12)



The Age of Decadence has all the ingredients of a great CRPG. It just fails to blend them into a satisfying meal.
Thanks Redglyph!

More information.
 
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Random quote:
Age of Decadence has a development timeline that makes Star Citizen look rushed to market
Be aware, Chris Davis doesn't like the game too much, but he's remaining objective.
And he doesn't like the main developer one bit ;)
 
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I think it's a shit review tbh. He sounds like he has an axe to grind.

Just review the game. Don't spend an entire section talking about how you don't like things the developer said on a forum.
 
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It is more of a puzzle game, you need to guess the exact skill levels to pick in order to not die in your specific play-through.
 
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Not really. That's only the case if you want to min/max. If you just want to play the game, you can do so with ease.

Not really. Unless of course you have been replaying the game so many time that you know exactly what stat you need to have to be able to do this or that. If you don't, well, you may as well restart because you won't be able to survive that critical fight or won't be able to make that skill check you need to move forwards.

I thought the reviewer was spot on when he said that if you do a combat build, you are * very * limited on how you can build your char. You are basically forced to min/max. God forbid you know decently how to use *two* weapons or can dodge and block too.

If you do a non-combat char, then it basically play like a "You are the hero" book where you always keep your finger on the previous page, and pick the different options until you find the right one. It's much less satisfying.
 
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It has some issues for sure, what game doesn't, yet for all that it's well worth playing. One of the many strengths of this game is the replay value, and yes, designing your character really dictates how you must approach the game. In some ways, it takes role-playing to a whole new level.
 
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Not really. Unless of course you have been replaying the game so many time that you know exactly what stat you need to have to be able to do this or that. If you don't, well, you may as well restart because you won't be able to survive that critical fight or won't be able to make that skill check you need to move forwards.

I thought the reviewer was spot on when he said that if you do a combat build, you are * very * limited on how you can build your char. You are basically forced to min/max. God forbid you know decently how to use *two* weapons or can dodge and block too.

If you do a non-combat char, then it basically play like a "You are the hero" book where you always keep your finger on the previous page, and pick the different options until you find the right one. It's much less satisfying.


The game tutorial specifically mentions not to have both block and dodge as they're mutually exclusive, so yeah, gimping yourself is not the right approach.

That's like deciding to start playing football (soccer) and telling the ref you want to play with your hands. It doesn't work unless you want to throw the ball from the goal line each time and hope you win.

Playing a full combat build is very doable without any pre-knowledge to beat the game. Some fights are hard, but usually they're the ones which are optional.

I'm not saying it's an easy game, but it's not true you need to min/max to beat the game. You only need to do so to gain the most optimal outcomes everywhere.
 
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